tf3-AutoMapGen – Realistic Transport Fever 3 Maps from Real Geodata Project Showcase
Technology study / experimental prototype v0.1 – October 2026
I would like to introduce tf3-AutoMapGen, an experimental, graph-based framework for generating realistic Transport Fever 3 maps from real-world geodata.
The basic idea: a real heightmap is not enough. It reproduces the shape of the terrain, but the game's standard climate does not automatically reproduce the actual forests, fields, riverbeds, rock faces or realistic Alpine altitude zones.
My approach combines three matching outputs:
- a heightmap based on real elevation data,
- a biome map and additional import layers derived from land-cover data and OpenStreetMap,
- a generated climate mod that extends the game's own node-based terrain generator and interprets those layers.
The goal is to generate the landscape as automatically as possible, rather than manually painting large maps in the editor. The climate mod, the import layers and the heightmap are designed to work together.
The framework, including its source code, is planned to be published on GitHub within the next few days. Most of the code was generated with the assistance of AI (Claude Code).
I am aware that other projects with a similar focus already exist, such as TPF3 Map Studio and Terra2Fever3. My intention is not to compete with these projects, but to present my own approach and position it as a potential complement to existing solutions within the broader context of TF3 map generation.
What does it look like? Three examples:
1. Innsbruck – Karwendel | Alpine terrain
https://mod.io/g/transportfever3/m/innsbruck-karwendel1#description
Very Large, 1:1 aspect ratio, scale 0.5 (about 33 × 33 km of real terrain). Focus: realistic transitions between forests, scree, rock and snow. Terrain, towns and industries were generated automatically and left unchanged; roads were built in the game editor.
Real-world reference (Google Maps):
Generated map (Transport Fever 3):
2. Zurich – Schaffhausen | Forests, fields and meadows
https://mod.io/g/transportfeve…schaffhausen2#description
Very Large, 1:2 aspect ratio, scale 0.5 (about 22 × 45 km of real terrain). The first prototype; focus on land-cover patterns. Some terrain around towns was corrected manually, and roads were built and partly reworked in the editor.
Hallau – real-world reference (Google Maps):
Hallau – generated map (Transport Fever 3):
https://mod.io/g/transportfeve…a-13-scale-05#description
Gigantic, 1:3 aspect ratio, scale 0.5 (about 33 × 98 km of real terrain). Focus: large-scale generation and the gradual transition from the greener northern Alps to the drier southern Alps. Around 90–95% of the terrain and landscape was generated automatically; towns and industries required substantial manual changes.
Brenner / Wipptal – real-world reference (Google Maps):
Generated Brenner map (Transport Fever 3):
These are qualitative visual comparisons, not pixel-accurate or camera-aligned reconstructions. The game engine, terrain resolution and available assets impose limits. I think the results are promising, but there are still issues with fine details, roads, large maps and performance.
Current status: Prototype v0.1. The framework is not yet a polished end-user application. I plan to publish the source code on GitHub under Apache-2.0. The generated example maps are intended to demonstrate and test the approach.
For anyone interested in how this works, I have included the technical details below.
Technical details: See my next post in this thread for the implementation, architecture, limitations and references.